CEnvLaser::Precache
0x006854c0 · 93 bytes · __thiscall
_ZN9CEnvLaser8PrecacheEv
Decompiled
undefined (1 param)
/* CEnvLaser::Precache() */
void __thiscall CEnvLaser::Precache(CEnvLaser *this)
{
code *pcVar1;
char *pcVar2;
undefined4 uVar3;
char *local_10;
pcVar1 = *(code **)(*(int *)this + 0x24);
(**(code **)(*(int *)this + 0x20))(&local_10,this);
pcVar2 = "";
if (local_10 != (char *)0x0) {
pcVar2 = local_10;
}
uVar3 = CBaseEntity::PrecacheModel(pcVar2);
(*pcVar1)(this,uVar3);
if (*(char **)(this + 0x4ec) != (char *)0x0) {
CBaseEntity::PrecacheModel(*(char **)(this + 0x4ec));
return;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.